/* 
 * WTF Deferred Lighting & SSAO Vertex Shader
 */
 
varying vec2 uv;
varying vec2 uvn;

#define SCREEN_WIDTH 1024
#define SCREEN_HEIGHT 768

void main() {
	gl_Position = ftransform();
	uv = gl_Vertex.xy;
    // normalized UV vectors
	uvn = vec2(uv.x / SCREEN_WIDTH, uv.y / SCREEN_HEIGHT);
}